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The Northerners[edit]

The Rukaiin make up the majority of the Ygneaujkol peoples, and tend towards city or organized rural lifestyles. Theirs are the cities that dot Rukaea, the Northern continent, and theirs are the hammers that assemble the warships and siege engines of their progress. But they are also a people of art, music, love, passion, and any number of possibilities. For all intents and purposes, a player can usually make the same assumptions about Rukaiin that they could about Humans in other D&D campaigns.

Personality: Rukaiin, on the whole, live in the present moment. They can work toward goals, and work very hard, but they tend not to be as pragmatic as the other two of the Ygneaujkol races, who think of their descendants with nearly every decision they make. Other than this general lack of foresight, no two Rukaiin have exactly the same personality, and the myriad ways in which they express their thoughts and desires or how they enact them are as numerous as snowflakes.

Physical Description: The Rukaiin ranges in height from five to six feet tall, and weigh anywhere from 125 to 250 pounds, (This does not take into account the difference in gravitational strength on Jherracz, as it is assumed all creatures thereon have equivalent strength to deal with the discrepancy) with men noticeably taller and heavier than women. Their skin tones generally fall in the "lead" or "pewter" ranges, darker if they work outdoors or lighter if they lead scholarly lives. The "noble" classes are generally considered those who lead lifestyles pampered enough that their skin is a shade of silver. The members of this race are often considered flighty by their neighbors, changing the fashion in which they carry themselves, wear their hair, dress, or even speak at alarming rates. This may be due to their relative lack of longevity, as any Rukaiin that doesn't die of sickness or unnatural causes almost never lives past 200 years old. (In local timekeeping, this equates to just over 50 years)

Relations: While not quite as free-to-mingle as Humans would be, the Rukaiin race is still very outgoing, and relatively unafraid to approach a potentially awkward social situation with their head held high, and a warm smile on their face. However, as Rukaiin are not all alike, not all Rukaiin are personable.

Alignment: Rukaiin have no strong tendencies toward any one alignment. They run the gamut, and their ideologies and philosophies can be found on all points of the axes of alignment. Rukaiin Lands: While a great deal of the explored continents may fall within Rukaiin ownership, this doesn't mean that they agree on who owns what. Border skirmishes and battles for territory are almost always going on, making certain areas difficult to travel. On the whole, though, the non-mountainous, non-forested regions of the continent of Rukaiin and the surrounding islands are all considered Rukaiin territory, with the exception of the Eastern desert strait, and the Western wooded land-bridge. Unlike Humans, there usually aren't a large amount of non-Rukaiin living in settled Rukaiin lands, and if there are, the social obligation to conform has more than likely robbed them of most of their cultural depth.

Rukaiin Lands: The continent of Rukaea is the exclusive home of the Rukaiin, though there have been attempts at colonization in other lands. These attempts, by and large, have ended in disaster for the landing parties, however, and no Rukaiin has ever returned. Typically, Rukaiin construct towns, at the very least, and attempt to wall anything remotely resembling a city to protect them from invasion. During times of turmoil, when there are no definitive leaders (Conquerors) of the Rukaiin people, these measures of protection are also to keep other Rukaiin towns from raiding them.

Religion: Religion for the Rukaiin falls within three categories. First, is the Empirical religion. This means, whatever religion the current emperor follows, the vast majority must also follow. In most times deemed acceptable during play, the Emperor will normally follow Ju'Aenkolism; Ju'Aenkol practitioners pay homage to the Aens as deities, the Major saints, and any other canonized saints of the time. The second form is radicalism, whereby a Rukaiin or a group of Rukaiin might practice the religion of another race, or culture, or even attempt to begin a new religious movement. The third is Nihilism, as a very few Rukaiin disbelieve in the existence of anything beyond this world and this life, and that preserving this "Dying Dream" is the passion of a delusional mind.

Language: Rukaiin speak Common. (The actual name of the language is Jherracz, as they call their world, but for all intents and purposes, the language is Common) They usually learn other languages as well, though normally for the purpose of commanding recently-conquered slaves.

Names: Traditionally, though this can differ place to place, a Rukaiin has a total of three names. First and Last are their Milk names and their Surnames. The Milk name is given at birth by the mother, and is either to honor a relative past or present, or uphold an ideal. The middle name is also known as the Mark, as it is either chosen by the individual, or chosen by their peers on the day of their coming of age. Thus, a typical Jherraczkol name might be: Berunru On'Qotu Wilss, meaning "Lucky, Brewer - Smith family".

Male Milk Names: (Typically, names ending in -ren are masculine, though there are exceptions) Aigo (Buddy), Berunru (Lucky), Dorru (Thunder), Eilu (Snow), Fauren (Truth), Hannen (Gift of the Gods, rough equivalent of John), Jheren (Ingot, rough equivalent of Peter), Kodao (Wolf), Milo (Light), Proiu (Sonny), Qoren (Strike), Rikko (Sight), Tallu (Earth), Zoleru (Victor).

Female Milk Names: (Typically, names ending in -rel are feminine, though there are exceptions) Anjekfel (Goodness), Beientri (Joy), Charel (Hearth), Eara (Youth), Eishurai (Humility), Faraq (Shadow), Hanarel (Gift of the Gods, rough equivalent of Janette), Ielel (Focus), Laigari (Amity), Minkharel (Passion), Nallena (Heather), Oneira (Purity), Qalrel (Spirit), Rana (Beauty), Teia (River).

Mark Names: Mark names are usually a combination of an action or object following the prefix "Os-", which means "He/she who, or that" or simply another first name upon which the individual decides.

Surnames: Certain surnames will be more common throughout the campaign, but more often than not a surname may translate over well enough that a DM would feel at ease using common English last names in their place. Smith, Cooper, Fletcher, Thatcher etc... There may be some players who wish to lay claim to certain famous last names, like Zhatal, Kossek, or Anun. With the exception of the third choice, this is not recommended. The Kosseks were the original conquerors before the Zhatals, and the first to establish an empire. Their blood later became mingled with the Jherron, so that the name is almost interchangeable, and later was associated with a band of roaming gyspies that aided in the relief effort for refugees of formerly Zhatal-occupied areas. The Anuns, on the other hand, were a family almost exclusively comprised of practitioners of the divining arts or followers of the Divine Way.

Adventures: Rukaiin are less prone to adventures than they are to campaigns. While these campaigns could be said to resemble adventures, a Rukaiin very rarely leaves the safety and security of their village or city without reason. Now, this reason might very well be to accrue wealth, but the idea of "wealth" cannot be the only reason, nor can it be that simple. Rukaiin adventurers usually set out with a more specific idea in mind. I.e. These lands are said to be home to bandits that rob passing merchants for their coin and wares. That being said, the bandits must be in possession of prodigious amounts; ergo, killing them and taking their store would be a lucrative endeavor. This, of course, is merely a recommended line of thinking, and does not at all apply to player characters, for whom this logic would be a severe impediment.

Rukaiin Racial Traits

  • Medium: As Medium creatures, Rukaiin have no special bonuses or penalties due to their size.
  • Rukaiin base land speed is 30 feet. (Six squares)
  • 1 extra feat at 1st level, because Rukaiin are quick to master specialized tasks and varied in their talents. See Ch. 5 of the PHB 3.5.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level, since Rukaiin are versatile and capable. (The 4 skill points at 1st level are added on as a bonus, not multiplied in)
  • Automatic Languages: Common. Bonus Languages: Derron (Forest Tribe), Epanuqucz (Shallows Uqur), Kala'i'orron (Mountain Tribe), Rukaelaecz (North Kaelaen), and Xei. While a Rukaiin may effectively learn any language, there are some languages they are unable to speak due to their complication. For instance, Taupanuqucz (Deep Uqur) is more music than language, and doesn't possess any of the standard sounds that a surface language would. A Rukaiin may be able to mimic certain phrases in languages such as this, but they are unable to master it fluently without the use of a Polymorph spell or spell-like effect, and at least eight hours' worth of practice.
  • Favored Class: Any. When determining whether a multiclass Rukaiin takes an experience penalty, their highest level class does not count. (See PHB 3.5, pp 60)

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